#version 140 uniform vec2 p; in vec4 position; out vec4 col; flat out ivec4 colint; void main () { vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = p; gl_Position = (tmpvar_1 + position); colint.x = gl_VertexID; colint.y = (gl_InstanceID ^ gl_InstanceID); colint.z = (gl_InstanceID << 2); colint.w = (gl_VertexID + colint.y); col.x = trunc(position.x); float tmpvar_2; tmpvar_2 = roundEven(position.y); col.y = tmpvar_2; col.z = tmpvar_2; col.w = (0.5 * (exp(position.w) + exp( -(position.w) ))); } // stats: 12 alu 0 tex 0 flow // inputs: 1 // #0: position (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: p (high float) 2x1 [-1]